No. Single camera. I may have to do this manually with a corner pin/positioner.

Basically my 3dsMax camera has a tilt-shift effect. The shift effect skews the viewport so that the vertical lines are straight. FBX doesn't translate this effect so I get the unshifted camera which makes everything unalign. I typically never use it for animations but I had to in this case.

I ended up doing all the composited elements rendered in 3dsmax which solved the issue but I would like to try to translate this into fusion somehow...

It is always best to avoid tilt shift animation. For the most part they are unique to the application they are being developed in and are not translatable to another package.

As a workaround you can keep your camera level in Max and render with an aspect ratio that captures your view, and then crop the bottom in post. This will more or less produce the same result as using a tilt shift lens.